VSand
A downloadable game for Windows and Linux
This game is a rewrite of the Falling Sand game, with Vulkan.
Since that kind of game requires a lot of computing power (almost 1 million particles at 60 fps), I wanted to exploit the graphic card capabilities to process the particles (parallel computing).
If you have some suggestions for new materials, don't hesitate to add a comment here, on itch.io. Even better: you can also open an issue on github, and describe precisely your idea (how the material will interact with its environment). I'll do my best to implement the best ideas!
If you like the game, and want to buy me a coffee, you can do a Paypal donation.
Game
Here some materials you can find in the game:
Troubleshooting
To launch the game, you only need to install a recent graphic driver supporting Vulkan 1.0 (see this table).
If you find a bug, please consider opening an issue on github.
Benchmark
Since the game rely a lot on the Compute capabilities of your graphic card, VSand can be launched in a benchmark mode to compute a score of your computer. You'll find the run scipts in the "benchmark" folder (in the game directory). On linux, I advise you to run it with a console, to see your score once the benchmark is over.
Note: the score can vary a lot between different versions of the game.
Updated | 17 days ago |
Status | Released |
Platforms | Windows, Linux |
Release date | Aug 02, 2018 |
Author | Ealrann |
Genre | Simulation |
Made with | Lightweight Java Game Library |
Tags | Experimental, particle, Pixel Art, reaction, Sandbox |
Code license | GNU General Public License v3.0 (GPL) |
Average session | A few minutes |
Languages | English |
Inputs | Keyboard, Mouse |
Accessibility | High-contrast, One button, Textless |
Links | Homepage |
Download
Development log
- v1.4.2Dec 11, 2022
- V1.4.0Jul 16, 2020
- v1.3.4Dec 27, 2019
- VSand v1.3.3Dec 26, 2019
- VSand v1.3.2Nov 28, 2019
- VSand v1.3.1Oct 08, 2019
- VSand v1.3.0Sep 01, 2019
- VSand v1.2.4Jul 23, 2019
Comments
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This is very impressive, i could not find anyone but you who has written this in lwjgl, i wanna make that too. (I made it already but performance was bad, because i started learning lwjgl last week)
Thanks for your comment!
Compute shader is definitely the way to achieve high performance here, but it's a headache to write.